Twisted Fate Build Guide by RIKAE
Not Updated For Current Season
Twisted Fate Build
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Alright let me get started off with who I am and why I can be writing this build. I play twisted fate on a daily basis and using this build I almost constantly can carry. And even with a bad game I find myself able to make a comeback assuming that I play correctly.
Passive - Loaded DiceAlright so lets start off with the passive. As i'm sure you know last hitting and farming for CS is one of the biggest parts of League of Legends for almost every role but support. However last hitting for gold as Twisted Fate is buffed because of his passive. This passive gives you an extra 1-6 gold per minion kill, which when you think about it, averaging at 3 extra gold per kill assuming you can get 150-250 CS in any normal game assuming you have normal skills for last hitting you should be able to acquire almost 450-750 gold. Which whether you think it sounds like a lot or not in the end it makes a large difference while you are playing.
Q - Wild CardsWild Cards sends out 3 cards in a volley shape with a semi-large range.
Farming. Poking. Blasting. Securing. Your Q has so many uses that it is amazing however you do not want to use it on its own unless you are farming or poking. for blasting you will use a different combo which i will explain later. However when farming a good way to use this is to send the middle card straight down the middle of a line of minions before they clump up and divide between Melee and Ranged minions.
W - Pick a CardAlright, here comes the confession... I was a noob. When I first started using this skill I thought it was an active-passive. Meaning I would activate it and just continue attacking without "Picking a card" I quickly realized it wasn't doing anything and tried hitting it twice realizing OMG! the skill name actually means something! But here is a basic run through of what each card does.
Blue - Deals Magic Damage: 40 / 60 / 80 / 100 / 120 (+ 100% AD) (+40% AP)
and restores 50 / 75 / 100 / 125 / 150 mana. This is perfect for mana farming for sustain.
Red - Twisted Fate's next attack will deal magic damage to both the target and all enemies within 100 range of the target. All damaged enemies will also be slowed for 2.5 seconds. This is good because of the AOE so in team fights you can slow all in an area of if multiple people are chasing you its easier to kite.
Gold - Twisted Fate's next attack will deal magic damage and stun the target. This is just perfect for engaging or disengaging fights.
E - Stacked DeckAlthough I would never call a skill "useless" because of course there is always a use. However I find this skill to be less useful than some of the other skills. This is good for farming and also if you are auto attacking(which you DPS is still useful in fights) champions.
R - DestinyIn my time playing Twisted Fate some of you maybe surprised how many people thought this was global. However it is not. It is about the range of your well to the walls of your base. You can teleport using this of course, but you don't always need to there are so many uses for this. You can reveal all the enemies on the map using it to help a friend if they are chasing an enemy and are in fear of losing them or if you would like to teleport to the enemy to perhaps secure a kill when they are getting away, but for the love of god, and the league community DON'T use this as a ks tool.
Runes & Masteries Explanation
I'm going to keep this simple and to the point. I set my masteries to 21-0-9 because with such a blast build you want to have as much damage as possible to make sure that you can get as much damage off as possible in a short period of time. Now for the runes I get Mark, Glyphs and Quints of Ability power for the damage and Seals for Scaling HP to maybe counter a little bit of the common squishy issue as Twisted Fate.
Alright lets there are a few ways you can do this. However they all stand around the same rules. Stop and Hit. So lets start off with an in game semi-poke blast. It won't kill them most of the time but it will poke them very well and you can easily win the trade doing this. You want to start off by selecting a gold card and then running at them. If they are a champion that can skill shot you will want to hide behind the minions til you can pop up and stop them with the gold card. Immediately after stopping them blast them with your Wild Cards(Q). Although you have to make SURE you hit it or there is a chance that you will lose the trade.
This blast can also work for team fights or hitting multiple champions. The only difference is here you will want to select a red card while they are all in a cluster and then throw your Q at them and try to hit as many of them as possible. It is good for team fights because instantly you put your team at an advantage and it was low risk with high reward thanks to your high range.
Lastly I find it common when I am mid laning you will be able to roam thanks to your ult and also just checking on your lanes. Sometimes if you see a friend chasing somebody into the jungle in your direction you will want to try to "intercept" them by running and finding them. When you run into the jungle you are going to need to get a gold card ready. Don't do this too quickly or it will expire before you can hit the enemy with it. In the event that you get the enemy with it you will want to hit them with your Q again and if you don't kill them with that, if you are doing good you might want to give the kill to the team mate assuming that they are ranged. If they aren't ranged then you may want to continue to attack if they are running and seem to be getting away, just to secure the kill.
Pros / Cons
Team fight capabilities
Semi-Squishy(Semi because the HP Runes can help)
Takes skill to make sure the Q's hit.